Auto landscape shader with macro overlay textures.
Auto landscape painting demo.
Additional materials can be added to override the auto-layer giving flexibility when painting terrain.
Shader blends macro and micro materials so the terrain can look sharp up close and hide obvious tiling when viewed from afar.
Auto landscape shader graph.
Snow version.
Road shader that can be altered with vertex painting. Supports detail normal mapping.
Road shader plus decals.
Splat map shader. Alternate way of creating terrain or adding variation to objects without vertex painting. Useful for dioramas that can be expanded to larger objects.
Couple quick examples. Useful when an artist is more comfortable with creating masks and blending textures in other software.
Basic material with obvious tiling.
Made the tiling less noticeable by creating a material function that distorts the UV layout and added a macro texture.
Tinted color.
Distortion is achieved by creating a mask map holding 4 separate noise textures multiplying between UV values.
How I normally setup my UVs for more control baked into a material function. Added bump offset to help create a fake displacement look.
Light fog shader.
Fog shader graph. Uses basic gradient to blend in and out and uses a panner node to animate noise textures multiplied together.
Unreal Engine shaders I created back in 2020. These are mostly experimental proof of concepts to hide tiling and add more control when creating terrain. Special thanks to Ben Cloward on YouTube.